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Fix completion option location not found #80283

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ajreckof
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@ajreckof ajreckof commented Aug 5, 2023

Fixes #80280

I'm not 100% sure about myself but I feel it didn't make sense to use class_name while we are looking to see if the property is inside the class.So I treated it just as simply a confusion but maybe there was another case that needed this if so we would need to find a solution to accommodates both situation.
I think it was @EricEzaM who made this part of the code so he might have a better understanding of wether this was simply a mistake or if there was a specific case this was targeting.

@ajreckof ajreckof requested a review from a team as a code owner August 5, 2023 00:23
@EricEzaM
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EricEzaM commented Aug 5, 2023

Honestly I don't recall, but I guess this change makes sense? A script does not require class_name to be present.

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Looks straightforward.

@akien-mga akien-mga added the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Aug 5, 2023
@akien-mga akien-mga merged commit 40363a8 into godotengine:master Aug 7, 2023
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Thanks!

@YuriSizov
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Cherry-picked for 4.1.3.

@YuriSizov YuriSizov removed the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Oct 19, 2023
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Some completion options are placed too much down because there locations default to location others
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